Universal Planar Conquest (by Shortbreak Studios)

Discussion in 'iPhone and iPad Games' started by strivemind, Feb 4, 2016.

  1. manneger

    manneger Well-Known Member

    Jan 11, 2014
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    Yeah, it of course works on any decent unit, good point! I took mentor, merchant, warlord, alchemist - now gotten archmage, enchanter, biomancy from dungeons too. I'll admit i restarted till i got a melee hero though..
     
  2. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    #1002 Jenman, Mar 27, 2016
    Last edited: Mar 27, 2016
    Re: Walls. I've definitely come across a fair few cities whose units will just chill behind their palisade indefinitely, leaving me no choice but to run away/autoresolve and call it a draw. On the flip side, I've autoresolved a few battles in which my only units were a couple puny militia behind a palisade against an angry orc horde, and ended up coming out with my city intact.

    Anyhow, Earth Spell list, coming through. Running Earth Mastery and Enchanter, adjust those mana values up/down accordingly for your build.

    T1:
    Fertile Soil. E/Augmentation, 39 mana, 2 mana upkeep. Friendly city gains +20% food income.
    Nature's Eyes. E/Mentalism, 16 mana, 1 mana upkeep. Increases view range of target friendly city by +3.
    Stone Skin. E/Protection, 39 mana, 1 mana upkeep. Target friendly unit gains +3 AC.
    Wellspring of Life. E/Biomancy, 32 mana, 1 mana upkeep. All units stationed in target friendly city restored to full health at the end of every turn.

    T2:
    Acidic Weapon. E/Augmentation, 39 mana, 2 mana upkeep. Target friendly unit does bonus +1d4 acid damage.
    Mineral Attunement. E/Mentalism, 39 mana, 2 mana upkeep. Target friendly city gains +30% production income.
    Owlbears. E/Summoning, 63 mana, 1 mana upkeep. Summons an owlbear.
    Stone Form. E/Protection, 32 mana, 1 mana upkeep. Target friendly unit gains Construct, becoming immune to mental effects, instadeath, critical hits, poison and gaze attacks, but cannot be reanimated or raised from dead. Must be living unit.
    Strands of Power. E/Biomancy, 48 mana, 2 mana upkeep. +1 power income per unique terrain type in range of target friendly city.

    T3:
    Pathfinder. E/Augmentation, 32 mana, 2 mana upkeep. Unit (and army unit is in) can move through any terrain at the cost of one movement point. Unable to cross terrain they were previously unable to cross.
    Transmute. E/Biomancy, 68 mana, 3 mana upkeep. Improves a mineral ore, turning it into a higher-tier ore.

    T4:
    Alter Terrain. E/Biomancy. 51 mana. Lowers or raises terrain. Casting on a non-plains tile turns it into plains, plains can be raised into a mountain or lowered to form a desert.
    Elemental Armor. E/Protection, 81 mana, 4 upkeep. Grants single friendly unit +10 to fire, ice, acid and lightning resistance.
    Hill Giant. E/Summoning. 170 mana, 6 mana upkeep. Summons a hill giant.
    Inspirations. E/Mentalism, 130 mana, 5 mana upkeep. Single friendly city gains +50% production and gold income.
    One With Earth. E/Augmentation, 81 mana, 3 mana upkeep. Target friendly unit gains merging - can teleport to any tile on the battlefield for one movement point.
    Sabotage. E/Destruction, 68 mana. Resets production of target enemy city.

    T5:
    Nature's Bounty. E/Augmentation, 325 mana, 7 mana upkeep. All friendly cities have resource bonuses doubled.
    Negligence. E/Mentalism, 340 mana, 7 mana upkeep. All enemy sorcerer lords have gold income reduced by -40%.
    Silent Sentinels. E/Protection, 130 mana, 6 mana upkeep. Target friendly city gains -20% unrest, and 4 Earth Elementals are added to the garrison if city is attacked. Elementals will stick around, but cost two mana upkeep each.

    T6:
    Arcane Parasite. E/Mentalism, 510 mana, 4 mana upkeep. Steals 10% of target sorcerer lord's research and spellcraft points.
    Great Harvest. E/Biomancy, 454 mana, 8 mana upkeep. All friendly cities gain +50% food income.
    Tamed Frontiers. E/Augmentation, 227 mana, 6 mana upkeep. Target friendly city gains +1 area of influence - borders expand one tile outwards in all directions.

    T7:
    Basilisk. E/Summoning, 595 mana, 10 mana upkeep. Summons a basilisk.
    Gaia's blessing. E/Augmentation, 325 mana, 8 mana upkeep. Target friendly city gains +3 max population, -20% unrest, all forest tiles in vicinity give +5% production bonus and all deserts in vicinity are transformed into plains.
    Stone Legion. E/Protection, 552 mana, 20 mana upkeep. All friendly units gain Stone Skin.
    Unchanging World. E/Biomancy, 425 mana, 10 mana upkeep. Blocks all terraforming effects from other sorcerer lords.

    T8:
    Earthquake. E/Destruction, 595 mana. Every building in every city on target plane has 1% chance of being destroyed, all units in cities on target plane take 12d10 bludgeoning damage.
    Gravity. E/Augmentation, 780 mana, 25 mana upkeep. Negates flying on target plane.
    Hydra. E/Summoning, 807 mana, 18 mana upkeep. Summons a hydra.
    Majestic Uplift. E/Biomancy, 255 mana. Transforms hills into mountains, plains into hills, shores/ocean/lava/quicksand into plains. Affects 3x3 area around target tile.
    Nature's Awareness. E/Mentalism, 765 mana, 15 mana upkeep. Reveals entirety of target plane and removes fog of war - can see everything occurring on target plane.
    Nature's Cure. E/Protection, 850 mana, 15 mana upkeep. Restores every friendly unit to full health at the end of every turn, but destroys any undead in your army.

    T9:
    Great Wyrm. E/Summoning. 1020 mana, 25 mana upkeep. Summons a Great Wyrm.

    In-battle spells next.
     
  3. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    #1003 Jenman, Mar 27, 2016
    Last edited: Mar 27, 2016
    In battle Earth spells. As always, running Earth Mastery and Enchanter, adjust those mana values up/down accordingly.

    T1:
    Acid Arrow. E/Destruction, 6 mana. Target enemy unit takes 4d4 acid damage every turn for two turns. Cannot be recast on the same unit until it wears off.
    Slime. E/Summoning, 8 mana. Summons a slime.
    Stone Skin. E/Protection, 7 mana. Target friendly unit gains +3 AC.

    T2:
    Acidic Weapon. E/Augmentation, 7 mana. Target friendly unit does bonus +1d4 acid damage.
    Disrupt Wall. E/Destruction, 8 mana. Target wall section takes 6d6 bludgeoning damage.

    T3:
    Acid Elemental. E/Summoning, 17 mana. Summons an acid elemental.
    Earth's Embrace. E/Protection, 9 mana. Target friendly unit gains +20 to mundane and elemental resistance, but is unable to move. Lasts for three turns.
    Sandblast. E/Mentalism, 12 mana. Target's ranged attacks are disabled.
    Tremors. E/Destruction, 21 mana. All units on battlefield have -1 to AC, movement and hit chance, unless they are flying.

    T4:
    Elemental Armor. E/Protection, 16 mana. Grants a full +15 to fire, ice, lightning and acid resistance, as opposed to the out-of-battle's +10.

    T5:
    Cloud of Flies. E/Destruction, 17 mana. Target enemy unit takes 12d6 piercing damage and has their hit chance reduced by -3 for three turns. Note: spell may still be bugged (and spell is bugs)
    Shambling Mound. E/Summoning, 34 mana. Summons a shambling mound.
    Web. E/Biomancy, 21 mana. Target enemy unit cannot move/attack/counterattack/cast spells, and flying is disabled, for three turns.

    T6:
    Earth Elemental. E/Summoning, 42 mana. Summons an Earth Elemental.
    Iron Skin. E/Augmentation, 26 mana. Target friendly unit gains +10 mundane resistance and +3 AC.
    Shatter. E/Destruction, 29 mana. Target enemy unit has damage and hit chance reduced by -7.

    T7:
    Mindlock. E/Mentalism, 51 mana. All friendly units become immune to mind-affecting spells.
    Sandstorm. E/Destruction, 42 mana. All units on battlefield reduce hit chance by -3, and ranged attacks are disabled.

    No T8/9 in battle spells, as usual.
     
  4. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    Now that I've done all the elemental schools, a quick write-up on my thoughts. Might be fleshed out properly sometime.

    There are 6 T1, T2 and T3 spells you can pick at game start. The first six levels invested in a school allow you to pick one T1 spell per level, levels 7-9 allow you to pick an additional T2 spell. Taking the related mastery allows you to pick an additional T2 spell and one T3 spell, for a total of 6 T1, 4 T2 and 1 T3 spell to start the game with.

    Wind:
    Strategic spells: http://forums.toucharcade.com/showpost.php?p=3815724&postcount=957
    In-battle spells: http://forums.toucharcade.com/showpost.php?p=3815729&postcount=958
    Starting spells:
    T1: Vacuum, Static Charge, Blur, Full Sails, Scouting, Sprites.
    T2: Shocking Weapon, Wind Blast, Lightning Strike, Silence, Wall of Air, Harpies.
    T3: Guiding Wind, Breath of Life, Thunderclap, Vertigo, Wind's Agility, Air Elemental.

    Thoughts: This school is about lightning damage, ranged attacks and flying. Scouting gives you a big boost to your magic spirit's view range and get your starting plane scouted far quicker than usual. Guiding Wind is a good starting spell for improving early archerspam. If you're going for a buffing build, Wind's Agility and Guardian Wind can make a unit damn near untouchable - save by magic. Late game is when you start getting your real speed boosts - Augur of Caldrean removes FOW, and Wind Mastery and Wind Walk get you wherever you want to go in a hurry. You can also severely wreck enemy cities/armies from a distance with Domain of Storms and Corrupt Atmosphere, but these also affect your own armies, so it's best to cast these on a plane with very many enemy cities and very few of yours, and build an army composed of lightning-resistant summons.

    In-battle, you have a few options. Vacuum is a good way to shut down early draconian armies, and Wind Blast can really hurt if they fail to save. Guiding Wind helps if you're running archerspam. Later on, you can use stasis + haste/alacrity to gain a massive speed advantage over enemy units. Alternatively, you can use Guardian Wind, Wind's Agility, Haste and Strike First to turn a unit into a dodge tank - and revive him later via Breath of Life. Call Lightning and Vortex are your nuclear options, when you just want to do a lot of damage regardless of whether you win or lose - you might not win, but the enemy army is not going to come out unscratched.

    Fire:
    Strategic Spells: http://forums.toucharcade.com/showpost.php?p=3816644&postcount=974
    In-battle spells: http://forums.toucharcade.com/showpost.php?p=3816649&postcount=975
    Starting Spells:
    T1: Fire Weakness, Flame Arrow, Berserk Frenzy, Searing Aura, Slaveworks, Hellhounds
    T2: Flaming Weapon, Chaos Channels, Arson, Sow Discord, Wall of Fire, Gargoyles
    T3: Blazing Martyr, Fireball, Cleansing Fire, Fire Elemental, Drought, Mana Burn

    Thoughts: Fire is probably the most destruction focused elemental school, with an interesting sideline in summons. Blazing Martyr is a good starting spell, especially with one point in summoning - you can turn a skeleton/slime into an armywrecker at no real cost to you. Flame Arrow is one of the highest damage T1 attack spells, and you can easily take an early city by dashing in with a magic spirit, firing off as many flame arrows as you can while retreating, then repeating until you win. Mana Burn is a very mean spell, and while it can be hard to gauge it's overall effect, you're at the very least assured of burning more mana than it cost to cast. Hellhounds are a very fast early summon, with 10 movement points - decent scouting alternative to magic spirits. Mid-game, you can move to stacking up casts of Fire Storm, then dropping them all on an enemy army before you hit it - even one is enough to severely debilitate it, and three or four is usually enough to wipe out even the toughest garrison. Late-game, Altar of Battle and Metal Fires helps to buff up any armies produced. A special mention goes to Chaos Channels/Mastery, which turns single units/all newly recruited units into summoned fire units and gives them a random buff. Magma Surge will buff them up even further, and once you ride into battle, Warp Reality will debuff every unit on the battlefield - except summoned units. If you want to play more defensively, Flaming Guardians grants you a free fire giant army when attacked (that can also be buffed by magma surge). Meteor Storm makes life very difficult for enemies - any non-fire resistant army is going to have a very hard time getting to you, and will be severely injured by the time they do.

    In-battle, their spells tend towards high damage, and buffing your unit's damage capabilities. Blazing Martyr can turn an ordinary disposable minion into an armywrecker, as previously mentioned. You have lots of big-damage fire spells: Flame Arrow, Fireball, Flame Strike, Incinerating Cloud. A special mention goes to Doom Bolt, which does 60 unresistable arcane damage. Warp Reality will debuff any nonsummoned unit - great for a chaos channeled/summoned army. You can also debilitate an enemy army with Bloodlust and Confusion, causing them to fall to pieces as they attack each other. Finally, Orgy of Carnage gives a massive boost to your army in exchange for strategy - all units will hurl themselves at the nearest enemy they can reach.

    I did not expect this to run on as long as it did, so more in the next post.
     
  5. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    Water:
    Strategic Spells: http://forums.toucharcade.com/showpost.php?p=3816964&postcount=984
    In-battle spells: http://forums.toucharcade.com/showpost.php?p=3816971&postcount=986
    Starting spells:
    T1: Ice Bolt, Psionic Blast, Mirror Image, Phantom Warriors, Water Walk, Insect Plague
    T2: Freezing Weapon, Mind Storm, Resist Magic, Quicksilver, Cold Pulse, Floating Island
    T3: Arctic Chill, Prosperity, Wetlands, Creativity, Spell Lock, Nagas.

    Thoughts: In addition to being, obviously, ice/water focused, the water school is the metamagic school - a lot of spells are about boosting your spells, making enemies more susceptible to your spells, and interrupting any other sorcerer lords. A power-focused, magic-heavy build really thrives with this school. If you're running on a water-heavy map, Water Walk, Floating Island, Tide Mastery and late-game, Call of the Depths helps get your units anywhere they need to go far quicker than anyone else, and remain helpful even on Pangaea. Quicksilver gives your scouts a movement boost, and you can start stacking Cold Pulses and nuking enemy armies with them from turn 1 - great for clearing out your starting plane. Mid-game is when Water really hits its stride - Creativity and Prosperity boost your research/gold income, and Magic Affinity boosts your spellcraft by a whopping 25 points. Special mention goes to Planar Shift, which in addition to allowing your armies to planar travel without faffing about with gates, can be cast on enemy armies - if the conditions are right, you can boot invaders right back to their home plane, or kick out a garrison and stroll into a completely undefended enemy capital. Late-game, you can make life very difficult for other spellcasters - Power Leech steals all their mana, Mana Short raises the mana cost of all their spells, and Spell Blast interrupts their casting. If you happen to face a summoner, you can steal his summons with Creature Binding, or simply wipe out his entire army with Great Unsummoning. Finally, you can wipe out all their enchantments with Suppress Magic, and steal the best for yourself with Spell Binding. A special mention goes to Flood - in addition to destroying enemy armies/resources, you can use it to destroy the planar gates, making your home plane inaccessible to anyone without Planar Shift. Great if you feel like turtling up and researching the Spell of Domination with your massively boosted research income.

    In-battle, Ice Storm and Ice Bolt can do solid chunks of ice damage to enemies. Be careful about autoresolving battles - the AI often casts Arctic Chill when unnecessary, doing more damage to yourself than you would otherwise have taken. Phantom Warriors/Beasts gain special mention for having Ghost Touch - while the former is not very strong, all their attacks bypass armor. Psionic Blast, Lower Resistance and Mind Storm can soften up an enemy - although if you've spent all that mana debuffing them, you'll probably not have much left for casting anything capable of actually hurting them. Benediction and Ice Sphere boosts your army against spellcasters, though Arctic Chill still isn't recommended. Slow Time is worth considering, but it's fairly expensive and is only a battle-winner if your army is at least somewhat equivalent to your enemy's, in which case another assortment of spells could very well have won you the battle for far cheaper. Command is a hilarious dick move - it has a fairly high chance to work, and commanding the most powerful unit in an enemy army is often a battle-winning move. Of course, if it fails, you've spent 42 mana on nothing.

    Earth:
    Strategic Spells: http://forums.toucharcade.com/showpost.php?p=3817337&postcount=1002
    In-battle Spells: http://forums.toucharcade.com/showpost.php?p=3817343&postcount=1003
    Starting Spells:
    T1: Acid Arrow, Stone Skin, slime, Fertile Soil, Wellspring of Life, Nature's Eyes
    T2: Acidic Weapon, Disrupt Wall, Strands of Power, Mineral Attunement, Stone Form, Owlbears
    T3: Sandblast, Tremors, Earth's Embrace, Acid Elemental, Pathfinder, Transmute

    Thoughts: I've definitely had a harder time getting a research run going with this school than the others, so forgive me if I'm missing some of the intricacies of the school. The Earth school is all about buffing your cities' production rate, income and food production, with the tradeoff being less than stellar destructive capability. Mineral Attunement, Fertile Soil and Inspirations help to boost production/food income fairly early, allowing you to fund an army quicker than usual, and Pathfinder gets that army where they need to go in a hurry. You can run a semi-superhero build with Elemental Armor, Stone Form, Stone Skin and One With Earth, boosted with Earth's Embrace and Iron Skin in battle - not as tough as the full protection suite, but acceptable on a decently buff summon and against a small garrison. Wellspring of Life and, much later, Nature's Cure, keeps your armies healthy - although in many cases, there's very few states between 'full health' and 'dead' for units to be in. Mid-game,you can boost your cities' income even further with Nature's Bounty, Great Harvest, Tamed Frontiers and Gaia's Blessing, with a free garrison of earth elementals courtesy of Silent Sentinels. Late-game, Nature's Awareness allows you to scout entire planes in one move, and Earthquake - pretty much your only strategic damage spell - can wreck garrisons before you move in for the kill. If someone else sees something in Earth that I'm missing, feel free to chime in, but for now all I'm really seeing is a one-trick pony based around raising production income - very good at that, but not exactly the most exciting thing compared to what the same mana investment would offer you in other schools.

    In-battle, you can summon slimes fairly early - crappy, but enough of them can do decent damage. Acid Elementals are more or less a straight upgrade to slimes, and Earth Elementals another class above them. Tremors is useful if you're running Draconians - it's a cheap debuff to all non-flying units. Stone Skin, Iron Skin, Elemental Armor and Earth's Embrace can turn a unit into a one-man brick wall, especially if cast on something already tough like an Earth elemental. Never got much use out of the single-target debuffs, and never really encountered a situation in which sandstorm was handy, although I suppose you could hold off a rune cannon offensive indefinitely with that. Earth doesn't get much options in battle either.

    Will be taking a break before I do any other research runs, some passing thoughts on other schools I've tried:
    -Augmentation: a possible alternative to protection, boosting offensive capability over defensive. Not sure if the trade-off to long-term survivability is worth it, unit-wise, but you do get more strategic spells to boost your cities.
    -Destruction: Haven't been able to get a good destruction game running yet, not sure why that is. You'd think early access to Cold Pulse and the like would practically assure victory. I'll have to try another time and try to put my finger on it.
    -Summoning: Summoning doesn't seem to scale very well - it's good for overrunning enemy cities at the early game, but late-game, spending 10-15 turns to summon a single monster just doesn't seem to match up to the massive global enchantments other lords are throwing around at this time for the same casting time/mana cost, no matter how strong a monster it is. Might be worth it if you invested a little in protection/life to increase it's survivability, maybe?
    -Mentalism: Seems to focus a lot on single-target debuffs over actual damage, not a big fan of that. Still, maybe the strategic city buffs might be worth it? I've definitely seen a few interesting mentalism spells in the elemental schools that caught my eye.
    -Death: The unhallowed school of choice, but the other races can make pretty good use of it as well. However, most of the high-level global enchantments tend to be double-edged - but they're very powerful in exchange.
    -Life: A decent alternative to protection for a possible superhero build. You still get Circle of Protection and a decent assortment of buffs, and more access to strategic spells + fun summons. Tried a gimmick unhallowed life run before, worked out okay - you might not benefit from the healing spells, unrest reduction, purifying spells, food production bonuses...it's not exactly the best idea. But you get an advantage against clearing out other undead cities, assuming you start on the shadow plane, and there's often a titan shrine nearby that you can petition to get a decently powerful life-buffed unit.

    Dang, I wasn't expecting this to run on even half as long as it did.
     
  6. manneger

    manneger Well-Known Member

    Jan 11, 2014
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    Awesome guode Jenman!
     
  7. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #1007 Nullzone, Mar 27, 2016
    Last edited: Mar 31, 2016
    Seconding that, excellent stuff! And very well-written, too. Thanks a lot for the hard work, Jenman.
    Feel free to copy them directly into the guide thread. Otherwise I'll add links early next week.

    I very much agree with your conclusions about the different schools.
    From playing several summoning games, I can add that so far I only used a handful of the high-tier Summons; exactly for the reason you state: they are extremely expensive for receiving a single unit.
    However, they do make good additions - think like a General or a powerful single Mage - to armies of throwaway units: often Summons like Harpies; or I build a full-stack or two of cheap good chaff like Arbalesters, Wolfmasters, Spearmen, etc. during the turns I summon the big guns.
    Whenever a new high-tier summon is complete, I send it off with whatever army I built in the meantime. If it's not a full 16-stack, they go as supply train after my main army, with the big one joining it and the rest remainining in reserve.
    With a good full-stack I tend to send them off to a different target area, effectively forming a second main army.

    For example:
    A single Djinn can do a lot of initial damage with his Lightning Storms.
    The Archangel has several boost Auras that affect the whole army.
    Wyverns and Griffins are pretty powerful fliers; I still need to determine their equivalent Draconian units, though.
    And large stuff like Sea Serpents or Demons make for great fire magnets and strong offense at the same time: either you fire on the big one, which most likely survives a round of missiles, and allow the chaff to close in. Or you tear down the chaff, and the big one makes it into melee and annihilates you.
     
  8. Nullzone

    Nullzone 👮 Spam Police 🚓

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    Oh, and I should add that I finally had a worthy opponent in a relatively capable AI:
    The smartiepants sneaked two full stacks of Unhallowed Archers into my territory, and attacked only moderately defended towns. One army got annihilated by a single Dwarven Warpriest with Invuln and every other defense boost I could cast. The other massacred a whole Orc garrison - 12 units + 4 Militia, but again Invuln and a hefty dose of other boosts - barely - won the day, with one proud surviving Wolfmaster standing amidst a pile of crushed bones and fallen comrades.
    I also liked that once it became clear that he cannot harm my Invuln units, he turned around and tried to flee.
    And I just noticed a third full stack, Huecuvas mixed with Archers.

    As usual, some small nitpicks: That was around turn 75. The same offensive could have come way earlier, say around turns 25-30. Then he would have annihilated those two towns completely. With only low-tier melee units, so many Archers are almost impossible to beat.
    Also, you can see which enchants your opponent has going. So he should have known that I have Silent Sentinels cast on several towns; and sent in only a single unit to scout if those two towns have it active or not.
    Focusing the three stacks on one town at a time, instead of attacking two targets in two waves, would have been the better strategy. I am sure a second wave right after the first would have taken the towns.
    Lastly, just backing off to the edge of the map and wait until Invuln wears off would have been the better choice over fleeing
     
  9. faceleg

    faceleg Well-Known Member

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    This is great
     
  10. onom

    onom Member

    Feb 10, 2016
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    Hi guys, would you be willing to post your awesome guides on WI forums @forum.wastelands-interactive.com?
     
  11. khann

    khann Well-Known Member

    Apr 25, 2013
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    This shows how much I still need to learn about this game. I was wishing that you could permanently buff your units other than XP. I didn't know you could cast stone skin in the world map. I only thought you could in combat.
     
  12. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    #1012 Jenman, Mar 28, 2016
    Last edited: Mar 28, 2016
    The AI seems to get a lot more aggressive if you take out another sorcerer lord early. On normal games I can spend a good fifty turns buggering around after securing my home plane without the AI even thinking about extraplanar exploration, but if I take out another sorcerer lord early, it's wave after wave of relentless attacks. I've been too busy fending off kamikaze dragon rushes to even begin building up a decent army.

    Started another game, this definitely seems to be the case. Barely a turn or two after I cleared out the first lord on the starting planes, the other lord was sending stack after stack of skeleton archers and reapers beelining straight for my capital. This time I was a little more prepared for it though, so I plunked down a small stack of bombardier beetles on the gates as soon as I figured out where they were coming from. Once the initial offensive petered out, the other sorcerer lord loses a lot of momentum, though - sent one stack down, cleared out the crappy cities he'd set up next to the gate, took his capital shortly after, and the rest of the game was more or less cleanup - though cleanup running at a huge deficit because I didn't have time to dedicate myself to clearing out the neutrals, and as a result was burning through gold every turn fending them off.

    I kind of wish the AI didn't cheat like that, but I suppose predictability is a weakness in itself.

    Too lazy to make an account and all, but feel free to copy anything I write here over there.
     
  13. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #1013 Nullzone, Mar 28, 2016
    Last edited: Mar 28, 2016
    Thanks! Nice to hear you like what we are writing.

    I'd prefer to keep them in one place, so I don't have to doublepost them etc.
    I have an account there already, and want to say hello and drop links to here for quite a while already, but never seem to get around to it. I put it on my list for tomorrow.
    Of course, feel free to link to everything here yourself. But please do not just copy anything I wrote over to the Wastelands forum.
     
  14. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #1014 Nullzone, Mar 28, 2016
    Last edited: Mar 28, 2016
    [BUG] Flaming Guardians and Silent Sentinels become units

    Just sent my saves for this one.
    Question first: When you have both Guardians and Sentinels active, shouldn't you get both Earth Elementals and Fire Giants? I only get the Giants in this case. Sentinels work when I turn off the Guardians, so in general they work.

    Actually, we have several things here.
    1) Load the save "FlamingGuardiansBug".
    2) Go to the army list and zoom to the Fire Giant. --> this is bug #1. When you have them or the Sentinels in a fight, they turn into regular units afterwards. Shouldn't do that.
    3) Select the army in the town right to next to Giant. Attack the Neutral stack and win a regular fight (didn't test what happens with autoresolve). That's bug #2: When you attack from inside a town with Guardians or Sentinels active, you get the extra units as well. Shouldn't be.
    Bug #1 also comes into effect when you win the fight.
    Also, you only get the Guardians, but not the Sentinels. That's the question above, and maybe bug #3 depending on the answer.
    4) Reload the save.
    5) Cancel the Flaming Guardians enchant, so only the Sentinels are active. Attack the neutral stack again. Bug #4: Note that the same happens as in step 3: you get the Sentinels in the fight, and afterwards they become regular units.
    6) Bug #5: You get twice the number it says in the spell description: 4 giants, not 2. And 8 Elementals, not 4.
     
  15. manneger

    manneger Well-Known Member

    Jan 11, 2014
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    @nullzone Interesting! I logged in here now to post a guardian bug - twice now been attacked and guardians do not show up. I do not have sentinels active, think i have no other enchants at all in those cities, but possibly fertile soil. Just lost a city due to this. The flaming guardian enchant is listed as active in the cities, but guardians just wont show up.
     
  16. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    I just had that too, almost lost a town. Neither Guardians nor Sentinels show up anymore, making those spells effectively useless. Adding it as #6 to the above list.
    @Wastelands: not to be a pain, but could you give fixing this priority?
     
  17. MintDragon

    MintDragon Well-Known Member
    Patreon Bronze

    Mar 7, 2016
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    Hi Guys, have an upcoming project that needs an android tablet, so purchased a Galaxy Tab S2. Of course had to download PQ right away to check it out. I think you'll like the combat log improvement, tho scrolling still has moves the battle field around. Completed my first multi-plane, multi-sorcerer game (still summoning/grey elves, but hey...)

    @jenman you are amazing with the docs of spells, thank you for sharing your hard work.
    @nullzone did you post somewhere your current setup? Interested to try out Guardians on a game.
    @everyone Wastelands now has a tech support section (android and ios sections) in their forums; we should probably at least x-post to their forums for bugs/problems. link

    Also to consider: Wastelands is pushing this forum heavily for new players/potential buyers/skeptical buyers in their reviews, articles, user manual etc... I was discouraged reading a reddit thread discussion that stated they came to this forum, went to the last page, and people were talking about bugs. And then kinda threw that in the face of the dev. I felt bad. So I'm considering putting my bug discussions over there, but I don't think we should sanitize our discussions here either. Thoughts?
     
  18. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    #1018 Nullzone, Mar 28, 2016
    Last edited: Mar 28, 2016
    @Mintdragon: Didn't have time to do a writeup of that game yet. Basic setup was Protection 9 + Mastery with Orcs, for trying the Superheroes.
    Note that the Guardians don't seem to work properly currently, so you might not get much trying out to do.

    Seconding moving bug reports to Wastelands forum. If we open one thread per bug to keep things neat, we can put the Trello board back to sleep. Personally, I'd still prefer an easy-to-handle ticketing system, but cannot have everything, neh? ;)
    Agree with your opinion that it gives a better impression when the first thing people see here isn't a bug report.
    By the way, I read that Reddit post too. And was a bit surprised that the poster didn't at least mention that it was a pretty specific bug report he came across, and not something gamebreaking. Nor that the page and those 90+ before that are mostly filled with great discussions of the game itself. But ah well, that's the Internet for you.
     
  19. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    Wasn't intending to do another research run so soon, but I ended up with all the mentalism spells researched anyway, so for completeness' sake here they are. Running Mentalism Mastery, Enchanter and Summoner, so adjust those mana values up/down accordingly.

    Strategic spell list-

    T1:
    Nature's Eyes. M/Earth, 16 mana, 1 mana upkeep. Increases the view range of a friendly city by +3.
    Scouting. M/Wind, 16 mana, 1 mana upkeep. Increases the view range of a friendly unit (and army it's in) by +2.
    Tranquility. M/Life, 32 mana, 2 mana upkeep. Target friendly city has unrest reduced by -20%.

    T2:
    Mineral Attunement. M/Earth, 39 mana, 2 mana upkeep. Target friendly city gains +30% production income.
    Sow Discord. M/Fire, 25 mana, 1 mana upkeep. Raises unrest by +20% in target enemy city.

    T3:
    Armsmaster. M/Life, 65 mana, 3 mana upkeep. Target friendly unit gains a tier of Armsmaster - every turn, all units in accompanying army gain 50 experience points.
    Creativity. M/Water, 78 mana, 2 mana upkeep. Target friendly city gains +50% research income.
    Mana Burn. M/Fire, 21 mana. Target enemy sorcerer lord loses 25-100 mana.

    T4:
    Aura of Majesty. M/Water, 255 mana, 5 mana upkeep. Improves relations with other sorcerer lords.
    Evil Presence. M/Death, 63 mana, 3 mana upkeep. All religious buildings in target enemy city lose their effects, providing no power or unrest reduction.
    Good Fortune. M/Life, 130 mana, 6 mana upkeep. Increases the chance of positive events by +50%.
    Inspirations. M/Earth, 130 mana, 5 mana upkeep. Target friendly city gains +50% gold and production income.

    T5:
    Dementia. M/Death, 170 mana. Target sorcerer lord loses 100-500 research progress on current spell.
    Negligence. M/Earth, 340 mana, 7 mana upkeep. All other sorcerer lords have gold income reduced by -40%.
    Spell Blast. M/Water, 170 mana. Interrupts spell target sorcerer lord is currently casting.
    Unseen Servants. M/Wind, 357 mana. All friendly cities gain -10% unrest and +10% production income.

    T6:
    Arcane Parasite. M/Earth, 510 mana, 4 mana upkeep. Steals 10% of target sorcerer lord's research and spellcraft points.
    Book Burning. M/Fire, 382 mana, 5 mana upkeep. All other sorcerer lords gain -25% research income.
    Cruel Unbinding. M/Death, 212 mana. Target sorcerer lord loses 1-10% of their spellcraft.
    Just Cause. M/Life, 357 mana, 9 mana upkeep. Changes upkeep costs of all friendly units by 50%. By 'changes', I assume it means 'reduces' - would hardly make sense to cast it otherwise.

    T7:
    Augur of Caldrean. M/Wind, 722 mana, 10 mana upkeep. Removes Fog of War on all planes - you can see everything occurring on strategic map regardless of whether you have units/cities in range or not, allowing you to keep track of troop movements. Note that this only applies to scouted areas - otherwise it remains cloudy. However, once viewed, Fog of War is permanently removed as long as this enchantment is kept up.
    Creature Binding. M/Water, 552 mana. Takes control of target summoned creature.
    Golden Age. M/Life, 585 mana, 12 mana upkeep. All friendly cities have unrest reduced by -50%.
    Omens of the End. M/Fire, 467 mana, 7 mana upkeep. All enemy cities have unrest increased by +20%.

    T8:
    Crusade. M/Life, 1020 mana, 25 mana upkeep. All friendly units gain +1 to current and maximum level.
    Great Channeling. M/Wind, 935 mana, 20 mana upkeep. Removes distance penalty from casting in battle.
    Nature Awareness. M/Earth, 765 mana, 15 mana upkeep. Reveals entirety of chosen plane and removes Fog of War on said plane.
    Spell Binding. M/Water, 850 mana. Gains control over a global enchantment cast by another sorcerer lord.
    Tendrils of Despair. M/Death, 807 mana, 10 mana upkeep. All caster's cities have population growth reduced by -30, all enemy cities have production income reduced by -50%.

    T9:
    Dominate City. Pure Mentalism, 722 mana. Target non-capital city immediately comes under your control. Any garrison in it switches to your side as well.

    In-battle spells next.
     
  20. Jenman

    Jenman Well-Known Member

    May 26, 2014
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    In-battle Mentalism spells. As before, mana values affected by Mentalism Mastery, Enchanter and possibly Summoner.

    T1:
    Berserk Frenzy. M/Fire, 10 mana. Target unit has AC reduced by -2, does double damage and has damage taken reduced by half for 5 turns. Can be cast on friendly and enemy unit alike, but friendly units can also save against it.
    Mind Wrack. M/Death, 4 mana. Target enemy unit has will saving throw reduced by -5.
    Psionic Blast. M/Water, 4 mana. Target enemy unit takes 6d4 arcane damage and has will saving throw reduced by -1.

    T2:
    Hold Undead. M/Death, 10 mana. Target undead unit that fails to save cannot move/attack/counterattack/cast spells for the rest of the battle.
    Mind Storm. M/Water, 8 mana. Target enemy unit has fortitude, will and reflex saves reduced by -3, and AC reduced by -2.
    Pacifism. M/life, 7 mana. Target unit cannot attack for three turns.
    Silence. M/Wind, 6 mana. Tarrget unit cannot cast spells or use ranged magic attacks.

    T3:
    Sandblast. M/Earth, 12 mana. Target cannot used ranged attacks for the rest of battle.
    Torpor. M/Death, 12 mana. Target cannot move/attack/cast spells until attacked, at which point behaviour returns to normal.
    Vertigo. M/Wind, 12 mana. Target enemy unit has AC and hit chance reduced by -5.

    T4:
    Confusion. M/Fire, 13 mana. For six turns, target enemy unit will either act normally, attack their allies, or do nothing.
    Slow. M/Wind, 12 mana. All units in a 3x3 square around target tile have movement points cut in half.

    T5:
    Bloodlust. M/Fire, 19 mana. Target enemy unit attacks nearest unit, friend or foe, for two turns.

    T6:
    Command. M/Water, 42 mana. Target enemy unit instantly switches side, becoming a controllable friendly unit. Will not stick around after battle even if it survives.
    Winds of Terror. M/Wind, 34 mana. All enemy units have flying disabled.

    T7:
    Mindlock. M/Earth, 51 mana. All friendly units become immune to mind-affecting spells.
    Terror. M/Death, 59 mana. All enemy units cannot move, attack or cast spells until they pass a will save.

    T8:
    Orgy of Carnage. M/Fire, 45 mana. All friendly units gain +3 to hit chance and bonus +2d6 fire damage, but can no longer be controlled and will simply hurl themselves at nearest enemy and attack relentlessly until battle is over.

    No T9 in-battle spells.
     

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